HoverAll footage is from Eric St-Cyr's channel (youtube.com/user/DeStCyr). I just stitched it together and wrote this description for the sake of my own reference and preservation. This is one of my favourite game dev talks because it's a rare look into the considerations of Mario's dynamic camera. It's a simple explanation of some really complex design.
Super Mario Galaxy: The Journey from Garden to Galaxy 0:32 - The presentation begins 9:31 - Talking about game feel ("Player-Based Design") 12:46 - 3D camera styles 15:49 - Exploration design ("miniature Japanese garden") 18:10 - Troubles with 3D action * 19:24 - Depth perception * 26:00 - Getting lost * 29:08 - Motion sickness 32:10 - Making 3D games easier to play (Donkey Kong) 37:11 - Incorporating observers (Donkey Kong) 40:00 - The spherical worlds of Mario Galaxy (solves many problems!) 44:00 - Planet camera 47:34 - Star pointer 48:43 - Multiplayer Mario 50:40 - Mario Galaxy demo 55:10 - Key design challenges of Mario Galaxy 57:58 - Closing
"What about making a game where it's fun to just run around?"
Yoshiaki Koizumi @ Montreal International Game Summit 2007Hover2016-09-24 | All footage is from Eric St-Cyr's channel (youtube.com/user/DeStCyr). I just stitched it together and wrote this description for the sake of my own reference and preservation. This is one of my favourite game dev talks because it's a rare look into the considerations of Mario's dynamic camera. It's a simple explanation of some really complex design.
Super Mario Galaxy: The Journey from Garden to Galaxy 0:32 - The presentation begins 9:31 - Talking about game feel ("Player-Based Design") 12:46 - 3D camera styles 15:49 - Exploration design ("miniature Japanese garden") 18:10 - Troubles with 3D action * 19:24 - Depth perception * 26:00 - Getting lost * 29:08 - Motion sickness 32:10 - Making 3D games easier to play (Donkey Kong) 37:11 - Incorporating observers (Donkey Kong) 40:00 - The spherical worlds of Mario Galaxy (solves many problems!) 44:00 - Planet camera 47:34 - Star pointer 48:43 - Multiplayer Mario 50:40 - Mario Galaxy demo 55:10 - Key design challenges of Mario Galaxy 57:58 - Closing
"What about making a game where it's fun to just run around?"EverQlownHover2022-04-11 | ...final4 3Hover2020-07-10 | ...final4 2Hover2020-07-09 | ...final4Hover2020-07-09 | ...release trailer draft finalHover2020-07-07 | ...release trailer draft WIPHover2020-07-06 | ...release trailer draft storyboardHover2020-06-28 | ...Little Prince?!Hover2019-11-22 | ...Stacksquatch rough cryptid voicesHover2019-04-07 | Not quite as rough as last time! It still needs a lot of mixinug though.Stacksquatch super rough cryptid voicesHover2019-04-04 | ...Stacksquatch audio testHover2019-04-03 | Trying to at least put audio in the right place, if not the right audio clips.stacksquatch 27Hover2018-11-12 | things are looking a bit nicer with a world outside of your immediate surroundingsStacksquatch - Hard ModeHover2018-10-25 | Sure you can make some fine stacks, but can you do it with a bucket on your head?stacks 26 (beta!)Hover2018-10-13 | New colours, new interactions, new music, same great stacks.lofi stacksquatch studying music 24/7Hover2018-08-17 | Just a preview of the kind of tracks you're getting in the game. Exciting!
(don't worry about the dogtective talking at the start, that's not part of the song)stacksquatch alpha 24Hover2018-07-29 | ...stacks alpha 23Hover2018-06-09 | ...stacks alpha 22Hover2018-06-06 | The conversations have had a bit of an overhaul. You also might notice a new grass effect, new skyboxes with beautiful fluffy clouds, and just the right amount of fog.stacks alpha 21Hover2018-06-01 | Oh man, I did a lot in the last little while: - New hub level - Introduced cryptids - Accessibility features - Kappa villagers - A new evidence board - More I'm probably forgetting - A bajillion bug fixesstacks alpha 20Hover2018-05-21 | A new level is slowly coming together! Maybe the Stacksquatch is hiding in the living room?stacks alpha 10Hover2018-05-08 | Warning: objects in the recording are closer than they appear in VR. It makes a big difference.
This is a bunch of various gameplay changes after my first live playtesting session: - Better hand telekinesis graphics - The hand info doesn't move for easy access - A pause menu with info, retry, and quit - Shorter distances between tiers for easier play - Easier extension controls (not pictured) - Better info when an object is too bigstacks alpha 4Hover2018-05-08 | ...Stacks alpha 13Hover2018-02-06 | I've been polishing up the design of the game to make an engaging experience. That's a huge part of VR dev and a lot of that stuff doesn't really get across in my usual videos so I added some text to explain some of it. Let me know what you think in the comments.
I've also had another round of play tests. There's 21 new items on my to do list such as fun extras, improved controls, and optional accessibility features.
Oh, and I guess a huge amount of things changed since the last video. I'm thinking of aiming for a monthly update but don't quote me on that because I do whatever is fun and that I have time for ¯\_(ツ)_/¯stacks alpha 12Hover2017-08-07 | Man it's been a while since I've done one of these. So much has changed, maybe most obviously the fact that I've been working with an artist to get real art.
I've been through 3 rounds of play testing and I think I'm close to a place where someone could play the game and I'd be reasonably sure that they'd have some idea what's going on. Quite a feat for unique games in VR.
...and I just realized that my cursor was in the video. Sorry.stacks alpha 11Hover2017-04-17 | A new, super simple intro level to ease a new player into the game. It's not much but it aims to teach grabbing, extension, and rotation along with how getting bigger works and laying the foundation for the basic story premise.
Tutorial steps: - Remove the "Model" objects in the SteamVR "[CameraRig]" prefab - Add your own custom models in their place - Add a new script that handles: ViveGripGrabStart ViveGripGrabStop ViveGripTouchStart ViveGripTouchStop
- Change the colour for grabbing and rendered mesh on touch - Use the optional ViveGrip_GripPoint argument to handle state edge casesstacks alpha 9Hover2017-03-19 | A sneak peek at a brand new level.
Vive Grip is used for grabbing objects: vivegrip.com Check out some of the tutorial videos if you're interested: youtube.com/watch?v=NyKWBeC_pSIstacks alpha 8Hover2017-03-06 | Showing off some of the audio stuff I worked on. It kind of sounds like a 1-day iPhone app but it has a shape of what it could be. Not shown: the rumble effects of moving a held object and growing larger.
Vive Grip is used for grabbing objects: vivegrip.com Check out some of the tutorial videos if you're interested: youtube.com/watch?v=NyKWBeC_pSIstacks alpha 7Hover2017-02-28 | ...stacks alpha 6Hover2017-02-21 | Just playing through my game a bit, edited down from 10 minutes. Not shown are the vibrations in the controller that get larger the bigger the item you grab is.stacks alpha 5Hover2017-02-12 | New level select, new stacking tiers, new fonts, new buddy. This game has it all!stacks alpha 3Hover2017-01-15 | ...stacks alpha 2Hover2017-01-10 | Why yes, I have been spending too much time working on this game.stacks alpha 1Hover2017-01-01 | stacks and stacks and stacksalpha vid 10/8/2016Hover2016-10-09 | What's a collectible game without collectibles?alpha vid 10/2/2016Hover2016-10-03 | I added a slime trail and rough animation on the leaf to give a sense of speed and position. I think I also fixed moving platforms? I don't show that off here though.Alpha vid 9/25/2016Hover2016-09-26 | ...Another alpha vidHover2016-09-20 | ...Vive Grip - Interaction scriptingHover2016-08-29 | Looking to script interactions with objects using the HTC Vive in Unity? This video will show you how using Vive Grip's messaging system. Asset Store: http://u3d.as/t55 GitHub: github.com/JScott/ViveGrip
Tutorial steps: - Create a button object - Set up SteamVR and Vive Grip prefabs (see the "Basic grabbing" tutorial) - Add the "ViveGrip_Interactable" component to the button - Create a script that implements "ViveGripInteractionStart" and "ViveGripInteractionStop" - Add the script to your button - Account for multiple controllers interacting at once
As of v2.6.0, you can also use the Inspector to connect Vive Grip events and methods with the "ViveGrip_EventBridge" component. Details are in the documentation.
The API document describes the event methods available. A message gets sent to the object and the controller for every Vive Grip event: github.com/JScott/ViveGrip/blob/master/Assets/ViveGrip/API.md#event-message-callingVive Grip - Basic grabbingHover2016-07-06 | Looking to highlight and grab objects in Unity with the HTC Vive and physics? This video will show you how using Vive Grip's drag-and-drop scripts. Asset Store: http://u3d.as/t55 GitHub: github.com/JScott/ViveGrip
Tutorial steps: - Import Vive Grip - Import SteamVR - Add the "[CameraRig]" prefab from SteamVR/Prefabs - Remove "Main Camera" - Add a "Grip Point" prefab from ViveGrip/Prefabs to "Controller (left)" and "Controller (right)" - Add a Quad floor and Cube primitives - Add the "ViveGrip_Grabbable" component to the Cubes - Set the Rotation Mode of one Cube to "Disabled" - Enable the Anchor on another Cube - Play with the Rigidbody Mass of the CubesVive Grip demoHover2016-06-11 | Vive Grip helps you to highlight, grab, and interact with game objects using the HTC Vive. Asset Store: http://u3d.as/t55 GitHub: github.com/JScott/ViveGrip
This video was shot using Vive Grip v1.2.0.Vive Grip v1.0.0 demoHover2016-05-08 | Vive Grip helps you to highlight, grab, and interact with game objects using the HTC Vive. Asset Store: http://u3d.as/t55 GitHub: github.com/JScott/ViveGripCardboard game early buildHover2016-04-01 | jscott.itch.io/pocket-gardens
Interested in 3D modeling or audio engineering? I'm always looking for collaborators.360 test videoHover2016-04-01 | I ran out of disk space quickly so it's not long but I wanted to make sure it worked.Unity PlatformerHover2012-11-11 | Seeing what I can do with a platformer in Unity. I haven't spent weeks making bad developer models like some of my previous efforts so everything is a box instead. The block fish are so shiny!Icarus TrailerHover2011-06-08 | Trailer for the independent game "Icarus" for Windows: http://icarus.jvscott.net
Icarus is a 2D ambient platformer with a branching storyline about power and choices. It features procedural terrain, day-night cycles, unique gameplay, and more wrapped up in a cool retro style.
Dev blog @ http://blog.jvscott.net IndieDB page @ http://www.indiedb.com/games/icarusIcarus TeaserHover2011-05-20 | Icarus is an ambient platformer with a branching storyline about power and choices. It features procedural terrain, day-night cycles, unique gameplay, and more wrapped up in a cool retro style.
I've been working these past months on turning an old game engine into a workable game. This is a teaser of what I have so far, and the old Alpha v1 is available for download at http://blog.jvscott.net. The soundtrack still isn't developed, so I overlayed something chill.XNA PlatformerHover2011-01-05 | My first attempt at a 3D platformer. The feel was a bit rigid because a lot of my time was spent creating developer art assets. While visually impressive, that takes a lot of time away from vital development.